Hi everybody! ALPHA 12 development is well under way. We're working on navigation this time, and here's what's involved:
We're replacing region navarrows with a new passive and active scanning system. Objects are evaluated based on their components (especially activated ones). These will show up on the passive scan. There is now an active scan ability which will show all objects in the region, based on direction and mass. This will fade with time and will require a refresh when wanted. At the moment scanning is a set ability, but will be adjustable in the future when bridge components are added.
Inventory and components will be accessible while in warp. There will be some restrictions--like no dropping of items. But now you can swap stuff around without having to leave warp, making for a smoother experience.
Beacons are also going to make their first appearance ingame. These are objects that can appear in a region or a star system, and can be used to signify things of interest. They won't have collision, so you need not worry about destroying them. They will have a customizable name and icon. We hope these prove useful for marking things of interest for later visits. In the future "world" beacons will start showing up.
We've added a "discovery" system (different from ALPHA 4's discovery), which affects visibility of things when at warp within the star system. Areas can now range from completely undiscovered to completely known, and various steps in between. This will tie into things like faction as well, where a standing with a faction will reveal some information that otherwise wouldn't be available unless in the immediate vicinity of the area.
Finally, we're introducing a proper star system map. This will utilize the information available from visibility based on the "discovery data", certain radius from your ship (that will be changeable in the future). Some of the data will be clustered together when they're in close proximity (like the moons of a planet), but we hope it will provide enough information to be useful for exploration, navigation and other related tasks, while not too revealing.
We expect a test build to be ready in the next 7-10 days, and the actual ALPHA 12 build sometime not long after.
Space Impossible
Happy Polygon
Happy Polygon
2016-03-01
Action Indie Adventure Singleplayer Multiplayer Coop EA
Game News Posts 126
🎹🖱️Keyboard + Mouse
Very Positive
(119 reviews)
http://www.spaceimpossible.com
https://store.steampowered.com/app/416240 
The Game includes VR Support
Space Impossible Linux [64.21 M]
Key Features:
- Every object is made up of tiles, which can be destroyed, created or changed allowing for very tactical combat
- Procedurally generated universe — Enter a different seed and each universe is different
- Multiple factions — Each with a dozen or more starships
- Near-real Newtonian physics allowing for a better space-like experience — Use a tractored ship as a shield against attacks or use it to smash into the enemy
- Ship customization — Change the color of the tiles of your ship for the ultimate in self-expression (coming soon)
- Trade system — Have a bunch of stuff you don't want? Travel to a nearby tradepost and sell it, or buy that crucial upgrade you need (coming soon)
- Manufacturing system — Gather key materials and use it, along with specialty labs, to create new ships and components, or upgrade existing ones
- Single Player and Multiplayer — Play singleplayer or multiplayer on LAN or Internet
- Cross Platform — Windows, Mac (coming soon) and Linux (coming soon)
- Ongoing Free Updates — Continue to receive updates as features and content are added
- OS: Ubuntu 14.04
- Processor: 1.7 Ghz Core 2 DuoMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: 256 MB VRAM. SM 2
- Storage: 300 MB available spaceAdditional Notes: Requires 64bit operating system
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